Group 4
Project Name: Peak Until Dawn
Game Summary:
As a player you find yourself stuck in a high school during a zombie apocalypse and it is up to you and your partner to call for rescue before sunrise in order to make it out alive. You have 12 turns to survive fighting zombies and gathering resources before the helicopter comes to rescue you.
Target Audience:
Our game was directed and aimed for players who love the zombie horror genre. Initially we also designed our game to fit the role-playing aspect of it so that RPG gamers could be attracted to it as well. With that being said our specific target audience would have to be high schoolers age ranged 15-18. Particular player types who would enjoy playing our game would most likely be The Achiever, simply because we designed our game with a main objective that not all players will achieve before the game ends. The Storyteller will find our game interesting for the mere fact that we did implement a story that all players could find appealing. The Joker can be players that play our game for the intention of just simply having fun and not taking the game serious. For our Player interaction pattern our game would fit into the Cooperative play or AKA Co-op Play, for the reason that instead of making our game a player vs. player in which they would have competed against each other to see who survived. We decided to make it so that they both have to try and survive in order to make it out alive. This would cause them to work together to fight hordes of zombies and scavenge up resources together.
Issues Encountered:
During this unit's entire iteration process there were some minor bumps along the way, but thanks to these little issues I have learned new ways on how to resolve minor issues that could cause failure in our game design process. Some include just not being as prepared as we should have been going into our game design process, brainstorming a little too much and having some minor creative differences with my partner. Luckily, we were able to handle everything in a very professional way and our main focus was creating a game that our players would enjoy a lot.
Task Completion
Both my partner and I relied on one another to handle and take care of assigned work which divided equally after we got the main core elements done with for our game. My partner took care of prototyping and designing the map used for our game. Since we both drew mockups of the cards we planned on implementing, I personally handled the finish design of all the cards for our game. Afterwards we reconvened and made sure we liked what we had in front of us. Other than that, we really stayed on top of everything and always made sure we liked what our game was beginning to look like.
Changes for the future
Some stuff I would like to change for my own personal development process's going forward would be to definitely scale down a bit and focus on what is actually important to the game design and not necessarily jump the gun on everything. Like I mentioned earlier I definitely learned from this whole experience, and I plan on taking different approaches next time I work on a game with someone else and consider both sides respectively. Another thing would be to be well prepared before heading into a playtest as this was a bump we hit during this unit, and it definitely made me reevaluate the state of our game. At the end it all worked out and I definitely learned a lot from that experience.